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redlotus

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[bEGINQUOTE]
3/29/2004 6:28:11 PM[/quoteDATE]
Thalassicus[/quoteAUTHOR]

One thing that would be useful is spinners for the max and min value from the intensity randomize statement, so you don't have to edit it manually. Other than that this is a very useful script <ahttps://community.simtropolis.com/assets/emoticons/9.gif> *<ahttps://community.simtropolis.com/assets/emoticons/24.gif width=17>*<ahttps://community.simtropolis.com/assets/emoticons/24.gif width=17>*<ahttps://community.simtropolis.com/assets/emoticons/24.gif width=17>*<ahttps://community.simtropolis.com/assets/emoticons/24.gif width=17>*<ahttps://community.simtropolis.com/assets/emoticons/24.gif width=17>*

[/quoteMESSAGE][/bEGINQUOTE]

 

This is a good idea too...i never like having 1.0 intensities myself....but also, can we disable all view then regen all view? will this speed up the script?

I will look at putting in sliders tonight...i forgot to bring this script home with me last night <ahttps://community.simtropolis.com/assets/emoticons/8.gif> 

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I've added a simple reset/clear function to the attached version and it would be nice to merge the rename into the same script.
 
Thanks Redlotus, cerulean for creating the initial scripts...
 
Ralphael

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What did you do raphael? I don't see a clear function? What am I missing?

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Cool, ill look into it when i get a minute...real worlds catching up with me dangit 7.gif
 
anyway, I have found also that removing the deselect tempselect or whatever that line is exactly greatly speeds up the process. The only downside is when it is done you are left with the whole selection set instead of just the nite windows.
 
Also, since the NightWindow check box is now part of the script thanks to redlotus, we don't need the 'nite_' prefix anymore. So I am working on making that an option instead of something that is always added. I will try and integrate raphaels script in there too, but i havent even looked at it yet, barely have time to write this message today, so ill get on it tonight...

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Just so there is no duplication of effort.... I've merged the rename functions into the random window picker script, as well as the script being added to the utility rollup on the right on bat startup.
 
I'll make the changes to the optional nite prefix as well as a few other options.
 
Ralphael

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EDIT : DON'T DOWNLOAD FROM THIS MESSAGE. SCROLL TO THE NEXT MESSAGE THIS ATTACHMENT DOESNT WORK PROPERLY.

slow down Ralphael2.gif I already did most of that last night...I just added your reset script too and renamed the whole project to SimTropolis Tools V101. Its Attached, but there are a couple of bugs with what I did. I am only posting this one for you guys to tool around with. I am still trying to tweak the color randomizer too as right now its kind of messy. Right now it adds C1 and C2 etc to the beginning, but i have different types of glass in some of my buildings so i get
C1_Glass01-01
C1_Glass02-01
 
and with 3000 pieces of glass this gets confusing. So I am going to try out some different options for this. I will probably wind up adding a text field like the rename objects...
 
ok, nuff banter, take a look!

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ok someone just pmed me. Sorry, I zipped the wrong file. Here is the working version.

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[bEGINQUOTE]
4/2/2004 5:03:06 PM[/quoteDATE]
cerulean[/quoteAUTHOR]
slow down Ralphael2.gif I already did most of that last night...I just added your reset script too and renamed the whole project to SimTropolis Tools V101. [/quoteMESSAGE][/bEGINQUOTE]

my turn.... 9.gif  unfortunately, I made all the changes (cleaned up some code) and was ready to post....

Soo.... let me incorporate all your changes into mine.... and let me post the next one.... then you can edit or add to mine..

Mine goes into the sidebar on startup 10.gif

Ralphael

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9.gif alright! be sure to look at the help windows and such too... i modified them slightly.
Added the nite prefix / suffix option for the randomize windows
added the ability to retain a selection, or not (not being way faster!)
hmm..what else?
oh, make sure when you add the help for the rename fn that you insert it in so it rollsup on 1 and 2 helpnum....i think you know what i mean, if not i can fix it...not a big deal2.gif
oh, also notice all the new pos: code for the rollouts...helps a lot to do it that way!
hmmm added the min/max intensities...
 
oh, and hurry up! im going home in an hour 9.gif

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Put the new script in your \gmax\gamepacks\bat\scripts\startup folder and when the BAT startups, the rollups are added to the utility rollup on the side.
 
I've corrected a few minor glitches in your color picker and made changes in the rename with zeros so that we get the proper padding of zeros (eg. 009, 010, etc, instead of 009,0010). I've also added a Night Windows Enable checkbox, which allows users like me to randomly select a series of windows for hiding rather then enabling them for night lights.
 
Looking really spiffy 9.gif.... all yours if you wish to add something 10.gif
 
Ralphael

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lol we were probably typing at the same time 1.gif
so what does new nite windows checkbox do?

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Enables the night window 22.gif
 
For me, rather then enable night window effects, I use target direct lights to shine on squares that lights up. Using the randomizor I then simply hide the squares that I don't want lit, rather then turn on the night windows selection enable button. Hope that makes sense...
 
Ralphael

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it kinda makes sense, i saw your tutorial stuff...
so you dont actually enable the nitewindows button?
 
So in the script, if the box is checked, the nitewindows box gets checked right?

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[bEGINQUOTE]
4/2/2004 8:15:58 PM[/quoteDATE]
cerulean[/quoteAUTHOR]
it kinda makes sense, i saw your tutorial stuff...
so you dont actually enable the nitewindows button?
So in the script, if the box is checked, the nitewindows box gets checked right?
[/quoteMESSAGE][/bEGINQUOTE]

yup.... and its the default.... 9.gif actually, the keep selection should be related to this, because if we don't enable nitewindows and we keep selection, the randomize does nothing....22.gif oh well.... we know what it does....

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so i can delete all the code with the -- in front of it right? not the information just the bits of my code you left in there.

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[bEGINQUOTE]
4/2/2004 8:29:06 PM[/quoteDATE]
cerulean[/quoteAUTHOR]
so i can delete all the code with the -- in front of it right? not the information just the bits of my code you left in there.
[/quoteMESSAGE][/bEGINQUOTE]

Its all yours to clean up 9.gif and to add anything else....

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Ok heres my update!
 
-- added Close buttons to each rollout, this helps me with testing so I can close and reload it...
-- added variables for custom window colors
-- messed with help messages
-- cleaned up the old text...
 
its looking sharp!
 
RALPHAEL, can you do the pad number thing on the window colors? I dont get that...couldnt get it to work right 14.gif21.gif
ENJOY!!

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Ok, whcih one of all of these tools ( random selection ) is the fastest?  Can a faster one be made?  The v1 and v3 take too long!!

SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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I haven't checked out V3 yet, since I've been using V2. If cerulean hasn't change anything on the Random picker, then use V3 with keep selection checked on is the fastest.
 
Remember to stick this script in c:\gmax\gamepacks\BAT\scripts\startup and when the BAT starts up, you will find them on the right side of GMAX.
 
Ralphael

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[bEGINQUOTE]
4/3/2004 2:22:15 PM[/quoteDATE]
cerulean[/quoteAUTHOR]
-- added Close buttons to each rollout, this helps me with testing so I can close and reload it...
 
RALPHAEL, can you do the pad number thing on the window colors? I dont get that...couldnt get it to work right 14.gif21.gif
 
[/quoteMESSAGE][/bEGINQUOTE]

the close button rollout is a bit disconcerting (thinking that it was a button to roll-up the rollout, like the +). Do you mind if we either remove it or create another rollout that does the closing?

Window colors? ahhhh.... you want padded zero's in front..... ok.... I'll work on that today...

Ralphael

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All features are working in this version 1.04. (see attach)
 
Remember to stick this script in c:\gmax\gamepacks\BAT\scripts\startup and when the BAT starts up, you will find them on the right side of GMAX.
 
- Moved the close button to another rollout.
- color picker has leading zero padding
- removed zero on. Selecting value greater then 1 automatically gives you zero padding.
 
Enjoy
 
Ralphael

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I hope someone checks this thread fairly soon.
 
What I am looking for is a tool that randomly selects polygons from selected objects! I don't really want to have to seperate each individual window into a seperate object.
 
I hope someone can point me in the right direction. If this is what this pluggin actually does someone tell me I'm stupid! I am a bit lazy and can't be bothered to read all of this thread. As far as I did read this script only randomly selects from a group of selected objects.
 
Cheers all.
 
LQ

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Date:5/1/2004 7:46:46 AM
Author:Lord_Quillian2

I hope someone checks this thread fairly soon.
 
What I am looking for is a tool that randomly selects polygons from selected objects! I don't really want to have to seperate each individual window into a seperate object.
 
I hope someone can point me in the right direction. If this is what this pluggin actually does someone tell me I'm stupid! I am a bit lazy and can't be bothered to read all of this thread. As far as I did read this script only randomly selects from a group of selected objects.
 
Cheers all.
 
LQ'

quote>

Unfortunately it is limited to picking random objects from a group of selected objects; not poly's within an selected object.

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Hmmm ... to me personally, this thread looks somewhat dominated by two individuals ... 17.gif
The 38.gif has done a good job - *grabs script*

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NEW FILE IS ATTACHED TO MESSAGE
Simtropolis_Tools_V105
 
Here is a new update...
 
I added a script that randomly moves each object in a selection. I plan to use this on a large set of lights. I will draw them in a grid and get them generally where I want them, and then Jitter them around...
 
here are pics of a simple sphere test :
/idealbb/files/rm_02.jpg
 
 
/idealbb/files/rm_01.jpg
 
NEW FILE IS ATTACHED TO MESSAGE

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well, I was bored so I added scale and rotation...
 
I tried getting into specifying coordinate systems but couldn't get it to respond right so...as it is it basically uses each objects center as the pivot and scale points...
 
kinda wierd really, don't know if anyone can use this but...as I said I needed the move function so...
 
/idealbb/files/rm_021.jpg

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Great! NOW, if someone could make a batch render script....


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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yeah, wwll yer talkin to the wrong guy there...that's way too big a program for my feeble little brain to comprehend...I don't even have a clue as to how things like that work so...I'll just stick to little things like these 5.gif

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